Gamasutra Interviews Feargus
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Gamasutra Interviews Feargus
<strong>[ Person -> Interview ]</strong>
<p>Gamasutra interviews Obsidian owner and past leader of Black Isle at Interplay. The interview is actually not too bad and he talks about Interplay and the relationship of publisher and developers. Here is a bit of a quote about Fallout 3 that I found interesting;</p><blockquote><p>
<em><strong>So, that's kind of an interesting question then. If you look at the
sort of pretty mainstream success of <em>Fallout
3</em>, do you think that they found a way to make a hardcore RPG much more
mainstream than has been done in the past? Or when you look at how <em>Fallout 3</em> is suceeding compared to what
you've done on <em>Fallout 2</em> or other
RPGs that you've done...</strong></em>
</p>
<p><em>
FU: I think Bethesda did
two things, and I'll start with that sort of thing. Any great game, it's beyond
how exactly you play it. It's how you play it, and a specific "Are there
numbers? and "Are there not numbers?" and all that kind of stuff. It's
more of a feeling.
</em></p>
<p><em>
What really was great about
the original <em>Fallout, Fallout 1 </em>and<em> Fallout 2</em>, was the feeling of being in
this world. And that was attractive. Well, attractive is maybe the wrong word.
It was compelling. (laughs) That's a better word.
</em></p>
<p><em>
I think what Bethesda did
an incredible job at is making you feel like you are in this <em>Fallout</em> world. And that's what we did
back at Black Isle, to make you really feel like you were in this <em>Fallout</em> world. The whole thing -- from
the loading screens to the main menu to the Pip-Boy to all that kind of stuff
-- it really felt like it was a whole cohesive unit of feeling like you're in
this world. And they did that.
</em></p>
<p><em>
When you do that, it is
instantly more compelling to any kind of gamer. As long as they feel like they're
not being hindered by something or that something is annoying in the game, then
they're probably going to enjoy it. And I guess part of that is also taking it,
obviously, from a turn-based PC game to using the <em>Oblivion</em> engine and learning how to use their <em>Oblivion</em> engine and make it <em>Fallout</em>.
And that's not to say that it's just <em>Oblivion:
Fallout.</em></em>
</p>
<p>
<strong><em>I think the second thing
that Bethesda did an incredible job at -- and this is what they do really well
-- is they are just behind their games. I think a lot of the success of<em> Fallout 3</em> in particular -- because
there are people probably at Bethesda that <em>Fallout
3</em> is not the kind of game that they play -- but they jumped in with both
feet, like, "This is the game. We believe in this game." And I think
that is why you see a success, too. It's almost catching.
</em></strong></p>
<p><em>
In other words, you have a
publisher who's like, "Well, we have these seven games. What do you think?"
Bethesda is, "No, you're buying this damn game." So, I think that the
success was from both ways. They were able to get the feeling of <em>Fallout</em>, and they really believed in
their game. And that belief in the game came through in how they were talking
to everybody and pimping it and all that kind of stuff.
</em></p></blockquote><p>I bolded the last part because I found it interesting and a pretty good description of Bethesda and how they design there games (NO ITS MINEEEEEEE). You can read the whole interview <a href="http://www.gamasutra.com/view/feature/4 ... rview_.php" target="_self">here. </a>
</p><p>Spotted @ <a href="http://www.rpgcodex.com">RPG Codex</a></p>
<p>Gamasutra interviews Obsidian owner and past leader of Black Isle at Interplay. The interview is actually not too bad and he talks about Interplay and the relationship of publisher and developers. Here is a bit of a quote about Fallout 3 that I found interesting;</p><blockquote><p>
<em><strong>So, that's kind of an interesting question then. If you look at the
sort of pretty mainstream success of <em>Fallout
3</em>, do you think that they found a way to make a hardcore RPG much more
mainstream than has been done in the past? Or when you look at how <em>Fallout 3</em> is suceeding compared to what
you've done on <em>Fallout 2</em> or other
RPGs that you've done...</strong></em>
</p>
<p><em>
FU: I think Bethesda did
two things, and I'll start with that sort of thing. Any great game, it's beyond
how exactly you play it. It's how you play it, and a specific "Are there
numbers? and "Are there not numbers?" and all that kind of stuff. It's
more of a feeling.
</em></p>
<p><em>
What really was great about
the original <em>Fallout, Fallout 1 </em>and<em> Fallout 2</em>, was the feeling of being in
this world. And that was attractive. Well, attractive is maybe the wrong word.
It was compelling. (laughs) That's a better word.
</em></p>
<p><em>
I think what Bethesda did
an incredible job at is making you feel like you are in this <em>Fallout</em> world. And that's what we did
back at Black Isle, to make you really feel like you were in this <em>Fallout</em> world. The whole thing -- from
the loading screens to the main menu to the Pip-Boy to all that kind of stuff
-- it really felt like it was a whole cohesive unit of feeling like you're in
this world. And they did that.
</em></p>
<p><em>
When you do that, it is
instantly more compelling to any kind of gamer. As long as they feel like they're
not being hindered by something or that something is annoying in the game, then
they're probably going to enjoy it. And I guess part of that is also taking it,
obviously, from a turn-based PC game to using the <em>Oblivion</em> engine and learning how to use their <em>Oblivion</em> engine and make it <em>Fallout</em>.
And that's not to say that it's just <em>Oblivion:
Fallout.</em></em>
</p>
<p>
<strong><em>I think the second thing
that Bethesda did an incredible job at -- and this is what they do really well
-- is they are just behind their games. I think a lot of the success of<em> Fallout 3</em> in particular -- because
there are people probably at Bethesda that <em>Fallout
3</em> is not the kind of game that they play -- but they jumped in with both
feet, like, "This is the game. We believe in this game." And I think
that is why you see a success, too. It's almost catching.
</em></strong></p>
<p><em>
In other words, you have a
publisher who's like, "Well, we have these seven games. What do you think?"
Bethesda is, "No, you're buying this damn game." So, I think that the
success was from both ways. They were able to get the feeling of <em>Fallout</em>, and they really believed in
their game. And that belief in the game came through in how they were talking
to everybody and pimping it and all that kind of stuff.
</em></p></blockquote><p>I bolded the last part because I found it interesting and a pretty good description of Bethesda and how they design there games (NO ITS MINEEEEEEE). You can read the whole interview <a href="http://www.gamasutra.com/view/feature/4 ... rview_.php" target="_self">here. </a>
</p><p>Spotted @ <a href="http://www.rpgcodex.com">RPG Codex</a></p>
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from time to time, i call all the old timers uncle especially uncle cain sometimes when i get him out of bed i say im raising cain ')POOPERSCOOPER wrote:Megatron wrote:feargus opinion doesnt count because he dropped the ball okay if youve dropped it its gone forever
Megatron, do you ever refer to Feargus as uncle feargus?
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